Ah yes, as usual, each new Vavoom release brings a fresh new list of bugs reports for me.
1: I think the blood sprites were oversized. Whenever I use spiked gauntlets on an enemy, I get these weird huge red circles near the centre of the sprite.
2: Freezes when I try to run my all-famous DR castle map, without giving any report. (
The last Vavoom release, v1.22.1 IIRC, ran it alright).
3: Crashed once with this report:
- Code: Select all
Reference not set to an instance of an object
Stack trace: (svprogs.Weapon.A_Lower) <- RunFunction <- (svprogs.Weapon.A_Lower 10) <- VObject::ExecuteFunction <- (svprogs.Weapon.A_Lower) <- VBasePlayer::SetViewState <- RunFunctoin <- (engine.BasePlayer.AdvanceViewStates 0) <- RunFunction <- (svprogs.Player.MovePsprites 2) <- RunFunction <- (svprogs.Player.DeathPlayerTick 2) <- RunFunction <- (svprogs.Player.PlayerTick 130) <- VObject::ExecuteFunction <- (svprogs.Player.PlayerTick) <- SV_RunClients <- SV_Ticker <- ServerFrame <-Host_Frame
4: And you still haven't fixed the MUS-runtime bug I mentioned! Drum tracks are forced to start at 0:00, as opposed to where they should start (
say, around 0:03, perhaps just after a pick-up note).
5: Print and printbold outputs should both be in different colours.
6: The relative volumes among different sounds is ridiculously out of balance (
compare the deafening thud of quitting the menu to the silent mage's sapphire wand).
7: (
Actually, this glitch refers to all Vavoom releases, not just this new one) All changes to default settings (
anything from movement controls to custom WAD dir to renderer, you name it) are saved only when you quit Vavoom the normal way (
with F10). Gets really annoying when I just adjust the new controls to my liking to go bug-hunting, then crash and all my changes are lost.